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Sökning: WFRF:(Isenberg Tobias)

  • Resultat 1-10 av 19
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2.
  • Langner, Ricardo, et al. (författare)
  • Introduction to Mobile Data Visualization
  • 2021
  • Ingår i: Mobile Data Visualization. - New York : Chapman and Hall/CRC. - 9781003090823 - 9780367534714 ; , s. 1-32
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • We may have an intuitive understanding of what is meant by mobile data visualization. Yet, in the context of data visualization, the term mobile can be interpreted in several ways. For example, it may describe visual representations shown on devices that are inherently mobile. It may also describe visualizations meant to react to viewers who are mobile relative to the display. Alternatively, it may describe visualizations that are themselves mobile across devices and screens, or in space. In this chapter, we propose several characteristics that help us to identify and describe the scope of mobile data visualization. We focus on the characteristics that, particularly in their extremes, differentiate mobile data visualization from other forms of data visualization. These characteristics give rise to dimensions of a design space for mobile data visualization, against which instances may be classified and positioned. We discuss a number of examples to illustrate how the design space makes it possible to describe and compare mobile visualizations.
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3.
  • Besançon, Lonni, 1991-, et al. (författare)
  • 3D Mobile Data Visualization
  • 2021
  • Ingår i: Mobile Data Visualization. - New York : Chapman and Hall/CRC. - 9781003090823 ; , s. 111-150
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • We survey the space of three-dimensional mobile visualizations, that is, 3D abstract or spatial data on mobile 2D displays, or mobile head-mount augmented- and virtual-reality displays. As a playful “case study” we use a scenario from the film “Aliens,” in which a mobile, small-screen visualization device is used to track the movements of enemy aliens around a group of space marines. In this scenario, the marines are overrun by aliens in the ceiling, as their device fails to show them the height dimension of the space around them. We use this example to illustrate how different mobile and 3D interaction techniques could have prevented the misunderstanding in the movie, using both hypothetical descriptions of the improved movie action and a scientific discussion of these scenarios and their implications
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4.
  • Besancon, Lonni, et al. (författare)
  • Hybrid Touch/Tangible Spatial 3D Data Selection
  • 2019
  • Ingår i: Computer graphics forum (Print). - : WILEY. - 0167-7055 .- 1467-8659. ; 38:3, s. 553-567
  • Tidskriftsartikel (refereegranskat)abstract
    • We discuss spatial selection techniques for three-dimensional datasets. Such 3D spatial selection is fundamental to exploratory data analysis. While 2D selection is efficient for datasets with explicit shapes and structures, it is less efficient for data without such properties. We first propose a new taxonomy of 3D selection techniques, focusing on the amount of control the user has to define the selection volume. We then describe the 3D spatial selection technique Tangible Brush, which gives manual control over the final selection volume. It combines 2D touch with 6-DOF 3D tangible input to allow users to perform 3D selections in volumetric data. We use touch input to draw a 2D lasso, extruding it to a 3D selection volume based on the motion of a tangible, spatially-aware tablet. We describe our approach and present its quantitative and qualitative comparison to state-of-the-art structure-dependent selection. Our results show that, in addition to being dataset-independent, Tangible Brush is more accurate than existing dataset-dependent techniques, thus providing a trade-off between precision and effort.
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5.
  • Besancon, Lonni, et al. (författare)
  • Reducing Affective Responses to Surgical Images and Videos Through Stylization
  • 2020
  • Ingår i: Computer graphics forum (Print). - : WILEY. - 0167-7055 .- 1467-8659. ; 39:1, s. 462-483
  • Tidskriftsartikel (refereegranskat)abstract
    • We present the first empirical study on using colour manipulation and stylization to make surgery images/videos more palatable. While aversion to such material is natural, it limits many peoples ability to satisfy their curiosity, educate themselves and make informed decisions. We selected a diverse set of image processing techniques to test them both on surgeons and lay people. While colour manipulation techniques and many artistic methods were found unusable by surgeons, edge-preserving image smoothing yielded good results both for preserving information (as judged by surgeons) and reducing repulsiveness (as judged by lay people). We then conducted a second set of interview with surgeons to assess whether these methods could also be used on videos and derive good default parameters for information preservation. We provide extensive supplemental material at .
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6.
  • Besançon, Lonni, et al. (författare)
  • The State of the Art of Spatial Interfaces for 3D Visualization
  • 2021
  • Ingår i: Computer graphics forum (Print). - : WILEY. - 0167-7055 .- 1467-8659. ; 40:1, s. 293-326
  • Tidskriftsartikel (refereegranskat)abstract
    • We survey the state of the art of spatial interfaces for 3D visualization. Interaction techniques are crucial to data visualization processes and the visualization research community has been calling for more research on interaction for years. Yet, research papers focusing on interaction techniques, in particular for 3D visualization purposes, are not always published in visualization venues, sometimes making it challenging to synthesize the latest interaction and visualization results. We therefore introduce a taxonomy of interaction technique for 3D visualization. The taxonomy is organized along two axes: the primary source of input on the one hand and the visualization task they support on the other hand. Surveying the state of the art allows us to highlight specific challenges and missed opportunities for research in 3D visualization. In particular, we call for additional research in: (1) controlling 3D visualization widgets to help scientists better understand their data, (2) 3D interaction techniques for dissemination, which are under-explored yet show great promise for helping museum and science centers in their mission to share recent knowledge, and (3) developing new measures that move beyond traditional time and errors metrics for evaluating visualizations that include spatial interaction.
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7.
  • Brossier, Mathis, et al. (författare)
  • Moliverse: Contextually embedding the microcosm into the universe
  • 2023
  • Ingår i: Computers & graphics. - : PERGAMON-ELSEVIER SCIENCE LTD. - 0097-8493 .- 1873-7684. ; 112, s. 22-30
  • Tidskriftsartikel (refereegranskat)abstract
    • We present Moliverse, an integration of the molecular visualization framework VIAMD into the astronomical visualization software OpenSpace, allowing us to bridge the two extreme ends of the scale spectrum to show, for example, the gas composition in a planets atmosphere or molecular structures in comet trails and can empower the creation of educational exhibitions. For that purpose we do not use a linear scale traversal but break the scale continuity and show molecular simulations as focus in the context of celestial bodies. We demonstrate the application of our concept in two storytelling scenarios and envision the application both for science presentations to lay audiences and for dedicated exploration, potentially also in a molecule-only environment.
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8.
  • Bruckner, Stefan, et al. (författare)
  • A Model of Spatial Directness in Interactive Visualization
  • 2018
  • Ingår i: IEEE Transactions on Visualization and Computer Graphics. - : Institute of Electrical and Electronics Engineers (IEEE). - 1077-2626 .- 1941-0506.
  • Tidskriftsartikel (refereegranskat)abstract
    • We discuss the concept of directness in the context of spatial interaction with visualization. In particular, we propose a model that allows practitioners to analyze and describe the spatial directness of interaction techniques, ultimately to be able to better understand interaction issues that may affect usability. To reach these goals, we distinguish between different types of directness. Each type of directness depends on a particular mapping between different spaces, for which we consider the data space, the visualization space, the output space, the user space, the manipulation space, and the interaction space. In addition to the introduction of the model itself, we also show how to apply it to several real-world interaction scenarios in visualization, and thus discuss the resulting types of spatial directness, without recommending either more direct or more indirect interaction techniques. In particular, we will demonstrate descriptive and evaluative usage of the proposed model, and also briefly discuss its generative usage.
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9.
  • Büschel, Wolfgang, et al. (författare)
  • Interaction for Immersive Analytics
  • 2018
  • Ingår i: Immersive Analytics. - Cham : Springer. - 9783030013875 - 9783030013882 ; , s. 95-138
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In this chapter, we briefly review the development of natural user interfaces and discuss their role in providing human-computer interaction that is immersive in various ways. Then we examine some opportunities for how these technologies might be used to better support data analysis tasks. Specifically, we review and suggest some interaction design guidelines for immersive analytics. We also review some hardware setups for data visualization that are already archetypal. Finally, we look at some emerging system designs that suggest future directions.
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10.
  • Gossett, Stéphane, et al. (författare)
  • Tangible Volumetric Brushing in Augmented Reality
  • 2020
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We discuss a 3D volume selection technique supported by Augmented Reality (AR) using both a tangible multi-touch device and an AR Head-Mounted Display (AR-HMD). While the HMD stereo-scopically renders the dataset, the tablet allows the user to draw a lasso that can be extruded using the tablet's relative or absolute position and orientation. This interaction is inspired by the original Tangible Brush technique. We aim, with this setup, to understand the implications of a tangible device where its absolute position now has meaning in the user's output space compared to traditional implementations where only the relative movements are captured.
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